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In Wandering Brawler, I implemented the experimental systems which (maybe) never seen in any RPG Maker games. Those are inspired by several games such as Mario & Luigi series and Warcraft III.


Timed-Hit Battle System
When I talk about Timed-Hit system, I talk about the timing, choice and chance in battle. This system is based from Super Mario RPG (wow.... so old!).

This experimental feature lets player to do different actions based on:
  • Which button player pressed
  • How much TP (Tech. Point in abbreviation) the character has

And affects to:
  • Which action character will do
  • How much damage will be taken from enemy
  • How much combo the character will do, or
  • How much damage will be dealt


This system's main goal is to give player more interaction in-battle and redefine command selection for any actors. Maybe it's complicated for a new player, but once the player understand how the Timed-Hit works, the player may gain advantage in every encountered battle since in the game the enemies are set to deal huge damages even by a Lv.1 Rat.

When I'm talking about which action the character will do, I'm talking about the different action the character will do. The choice will be shown when player is deciding the target. Of course, for normal attack it'll consume 0/0.25/0.5 TP (and 0/1/2 TP if skill). If the character has insufficient TP, the alternative/version of attack will be greyed out.

For example, I pick Vent McGraves, the protagonist of this story.
When he equips Knuckle Duster, he will have three attacking style if he chooses to do normal attack:
  • Do two combo punches
  • Do a punch followed by two chained kicks
  • Do two punches followed by two chained kicks

But if player failed to press the button on time, Vent will simply just kick his target, dealing slight damage.
Every character will has different attack style based on which weapon he/she equips.

In next development, as implemented in 1.01, characters may have up to 10 actual skills and 1 passive perk even the actual skill slot is only five. Of course, this is because of the Timed-Hit system that lets character to having up to three styles in a skill slot. Use this as advantage.
For example of this, take a look to Ryuna with her Dance of Dragon skill.
Before she performs this skill, there will be a choice:
  • Rising Dragon Punch EX
  • Chest Drop
  • Hip Drill Buster

FYI, the skills listed above is actually different in sequence, damage and effects even they're grouped into a skill slot. Once the player pressed the assigned button, Ryuna will perform the chosen skill, and once again the Timed-Hit system will work.

In Timed-Hit system, there are several timing system:
  • Timing: The normal version which available in normal attack and several skills like Vent's Roundhouse and Mark of the Foot. This could be activated once the character's attack will hit his/her target. This is the common Timed-Hit system on enemies which determines damage reduction to characters.
  • Charging: This Timed-Hit system requires player to fill out the gauge in several ticks (commonly 2-3 seconds) by pressing A button. However, the system will be activated if the gauge isn't fully filled (or in other words, before the red bars appear in the gauge). For example of this system, Ryuna's Dance of Dragon skill.
  • Spell-charging: Altered version of Charging system, which requiring the player to fill the gauge twice by pressing A button. Unlike the Charging system, Spell-charging system must be fully filled to be activated. Look at Andy's Roar of The Wind for example.
  • Steady Aim: This Timed-Hit system version requires the player to press A button before the crosshairs reach the red bars. Ryuna's Rune Sealing a.k.a. Dragon Sealing and Andy's Backstab can be a good example of this.
  • Aim: Unlike the Steady Aim version, this version will has crosshair to move left and right, and player must press A button when the crosshair is in the red bars. For example, take a look to Andy's Keening Edge.


In 0.96 and later, the timing is notable via the exclamation balloon when any 'battler' does an action. Not to mention special sequence such as charging or chanting a spell, though.


Natural Skill System
Natural skill is just another skill, but has 0 TP and can be freely cast in battle. This skill will be shown together with other actor commands with the designated icon of the skill. Downside of Natural skill is mostly doesn't deal direct damage (in exception is Hapsari's Strafe which deal direct, by chance damage). Even though it won't deal direct damage, use this as advantage because those skills provide disable or other benefits.
Here is the use of each character's Natural skill:
Vent: Reduce target's hit ratio, evasion rate and can be 'ignited' if attacked by Fire-based attacks
Ryuna: Stuns target for a turn
Andy: Guaranteed evasion, but also evades every positive actions (healing item, debuffs, etc.)
Hapsari: 25% chance to deal 4x AGI damage or 75% chance to deal 1 point damage


The Stats
Stats, as in other games, determine character's durability in combat as well as capability to deal damage, reduce damage taken, how much TP he/she has, how fast character will take the turn. Not to mention there are several bonuses which unique each character.

Here is the list of stats:
  • HP: Health Point. Determines how much damage the character could take. As in other RPG games, if HP reaches 0, the character will be fallen and can't participate in combat till end of battle or picked up by using items like Pokis Roots.
  • TP: Technique Point. Determines how much maximum action the character could perform, as well as possible skill version and attack style could be performed. TP can be increased by dealing damage or taking damage. Several weapon set provides TP boost more than others.
  • STR: Strength. Determines possible damage dealt by doing normal attacks. Note that this stat acts like a basic damage dealt value.
  • INT: Intelligence. Determines maximum TP and skills' additional damage. Each 3 INT points provide 1 TP.
  • AGI: Agility. Determines turn in battle and additional damage reduction rate. Each 7 AGI points provide 1 DEF.
  • DEF: Defense. Determines how much damage could be reduced when taking damage. Final damage taken determined by a formula shown below. Along with HP, this will create a pseudo-stat called EHP (effective HP)
  • MDEF: Magic Defense. Determines how much damage reduction rate against Magic attacks. Starts from 0 (0% reduction rate) to 75% (75% reduction rate)



Damage Calculation
I use damage formula from Warcraft III because I can set small stat points without risk of possible overpowered/underpowered characters and enemies.

Well, according to the article in here:
Armor value can be changed while playing by various items and abilities. Some increase the units' armor value (Plate Mail) and some reduce it (Acid Cloud). Only damage with Damage type Normal will get reduced by armor value.

Damage reduction given by armor value is calculated by the following formulas:

Positive armor values:


Damage Reduction = ( 0.06 * armor ) / (1 + 0.06 * armor)


Examples:
10 armor:
( 0.06 * 10 ) / ( 1 + 0.06 * 10 ) = 0.6 / 1.6 = 0.375 = 37.5%
20 armor:
( 0.06 * 20 ) / ( 1 + 0.06 * 20 ) = 1.2 / 2.2 = 0.545 = 54.5%


Negative armor values:



Damage Increase = 1 - 0.94 ^ (-armor)

Examples:
-5 armor:
1 - 0.94 ^ (--5) = 1 - 0.94 ^ 5 = 0.266 = 26.6%
-10 armor:
1 - 0.94 ^ (--10) = 1 - 0.94 ^ 10 = 0.461 = 46.1%


Negative armor has a cap of -20 (71% damage increase). Reducing the armor even more will not change the damage increase.


In Wandering Brawler, those formulas applied. Also in fact, along with Enemy Level system, the formulas make more sense. There are some skills that reduce armor rate, like Ryuna's Rising Dragon Punch EX, which has proven its use to amplify damage dealt.


Feel free to comment
While those features are experimental, comments and suggestions welcome :D
Hope this article help you figuring the system used in Wandering Brawler.